> Moving Provokes: If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy. However, you can’t make one if the enemy shifts or teleports or is forced to move away by a pull, a push, or a slide. [PHB 290, Rules Compendium 246, and DDI Online Compendium]

I'm curious about moving in threatened squares, say I'm a fighter and I'm already in a square fighting a monster with normal melee range and I move to the opposite side of him so that an ally can move where I was and gain combat advantage against the monster. Do I provoke an Opportunity Attack be...

Exalted is much more interesting though - when unshaped beings from beyond the world do appear in Creation (which is naturally toxic to them anyway), they can be fought back with Reality Engines. Gigantic magical artifacts that resonate with reality.

Go for the call-back. Any loose plot threads that you could twist into being useful?

Okay, Living Gate was guarded by a thing neither god nor primordial but of both. It was killed by the Nameless God, and the Gate was shattered. It became the shardminds.

Heroism and Redemption.

• It is never too late to seek redemption.
• True heroism does not come from good deeds. It comes from doing good when it matters.
• Nobody is perfect. Those who seek to be perfect will fail. It is not a shame to fail, and it is not a waste to try.
• Open your heart to possibilities. Never give up hope.

@C.Ross My players are usually very well able to improv their way out of anything I put in front of them.... provided I have given them a clear enough sense of the starting position.

So, I think my best strategy is to be nimble on my brain next session. We're going to be doing a massive RP encounter negotiating with the city leaders, and I'll keep my ears open for opportunities to drop hints about a) ranged telepathy projects; b) the potential for redemption in any of the NPCs present (note to self, include lieutenants in meeting?); c) psionic or emotional projects...

An amusing recurring quirk of my campaigns is that my players are usually right in thinking that I've included a minor element for a good reason. This means they frequently leap to astonishing conclusions that I would never have come up with, and I simply pretend I meant that to be what the stuff was about.

I do one of two things now, like you, run with it and make it important b/c the players want it to be, or if I don't have the mental agility simply say "This is not the plot element you're looking for; this is color."

@Tynam While I'd agree in concept with the answer of 'as soon as they think about interacting with the hostage let them know', It really depends on the type of game that you're playing. That's why I like the fact that they have the game creation system in Fate core, because all games aren't the same. My players love the mystery aspect, and being surprised. Does that mean that we aren't playing Fate nor the DFRPG? I don't think so.

While we don't play it like D&D, i.e. they need to make skill rolls, I let them shape the narrative from the point that they see the hostage, with no thought for story in mind. Whether there is a trap is a surprise to all of us, based on how the narrative goes. More of an Apocalypse World way of handling the story. That way there are mysteries, and they lurk inside of all of our heads, rather than everything being laid out before hand.

@SimonGill And shapes the story. I've been playing DFRPG wholly player facing. I make rolls only in the end when they meet the big bad. Other than that, I compel only. I let them move the story along. In AW, the GM is explicitly told not to plan, and not to have preconceived notions. I'm trying to stick to that in DFRPG, and it's working out very well, and we've gone some places that I wouldn't have even thought about by making it more player driven.

The tack that I'm taking- if you ask me if something is there, I'll say no. You need to tell me, and drive the story. That seems to make them use the scene and the aspects and their own aspects more.

So in that case- PC: *"We see the hostage. Are there any traps?"* GM: *No.*

Or- PC: *"We see the hostage, I sketch a quick symbol in the air, and see evidence of magic about her."* (And compel my magic solves everything aspect) GM: *Describes the magic that surrounds the hostage and asks for a roll to decipher exactly what it is.*

That way, we use the skills that the PCs want, and engage in exactly the activity they want. From that I've found that they like the action parts, but not necessarily in an action way- they want to use their heads. I'd not have found that out as easily if I pre-made the way that things were to go.

@SimonGill But - that wouldn't be valid for some groups. So I think that's one of the great things about Fate... it supports a wide range of ways to play.

@SimonGill That's cool. :) I was already fortunate enough to get the dice when they were making them. But signage is cool :) I am hoping that I can scrape together enough for a consultation before it's over. But not looking good with the stupid tax changes and the hit to the check. sigh

Oh I was just saying I was amazed... it's not a big deal for me. I just like reading the questions and answers, and helping when I can. I'm sure when we're able to start gaming again, I'll have more questions, so it's pretty much paying it forward. :)

@SimonGill I think it's that whole you can't influence if people vote well bit. The examples probably shore up your answers well, however, which make people more likely to vote for them. More effort in the answer and all.

But now the media player in the living room is using a database on my desktop so watched state is all synced up. And the living room media player doesn't look like it's crawling through broken glass trying to update the list of videos.

From my friends in the IP business, I'm given to understand that techs who learned their trade out here have many more repair skills than the average mainland tech, and are versed in a wider range of older systems.

Because we can't just order up a new part at the drop of a hat, so we use up and make do.

[snerk] One of my CP friends in college got a job upgrading a major government computer database; they only upgrade it every ten years, which is just enough for everyone who remembers the previous upgrade to have moved out of the facility.

@SimonGill Yeah... I think it's the "if it's not broke, don't touch it" mentality, combined with government reluctance to spend money on non-visibles. So they upgrade it when it's no longer compatible with anyone else.

@SimonGill I actually explained this to Hobbs as part of his worldbuilding a few week ago.

He's got a city whose very existence is dependent on the functioning of a massive dwarf-made underground filtration system, but the government is slowly failing to keep up day-to-day repairs.

(We've been having a lot of fun building a fantasy world that's firmly based in real-world science and sociology.)

"Sure, the volcanic hot springs are in a place they couldn't scientifically be, but they're there and so we can treat them as normal hot springs. Let's have entirely non-magical lethal outgassing, shall we?"

There's a city at the edge of the hot springs. They've built a great wall of fire (entirely mundane) to burn off the lethal gasses before it reaches the city and spills out over the plain beyond. They use the charcoal from the fire in the underground filtration plants, to purify the springwater before it joins the rivers that water the plain.

@SimonGill Not at all. The plains below were unlivable before the city.

...the elves do have some problems with all the wood being cut for the fires...

The city has a vibrant ceramics community, using the mineral-rich mud from the hot springs, which informs their architecture and trade.

And between the giant fire keeping them alive and providing the charcoal to purify the water they drink, and their ceramic-based economy, they've developed a unique Pelor-derivative religion inspired by Zoroastrian fire-worship.

(Really really strict laws about conduct, hierarchies, and hygiene. The most common punishment for violating them is death. And only a very few of the Khan's closest advisors are allowed to see the full list of laws; everyone else just has a partial list but can be punished for breaking any law.)

I personally use Italian Renaissance city-states as my model for traditional 3.5 type governments, and the Islamic Empires are my go-to model for LG religious rule.

I've also used the Iroquois Nations a couple of times, especially for catfolk tribal alliances.

In case you can't tell, I generally avoid British Isles traditions like the plague. Too much fantasy baggage and conflation; if I use the generic mishmash there's no coherence, and if I try to actually separate out an individual tradition or culture everyone gets confused.